• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Insight's "Against the Blackstag Cult"

Character sheet attached.

I've yet to come up with background or anything like that. All I know is that I want him to be a former farmer. I'll edit this post at some point later in the day (don't have time right now) to include what I come up with for background, personality, appearance, etc.

Feel free to criticize and suggest things (as a note I'm not looking to make the strongest possible fighter. Something a little more realistic).

~~
question: exactly how do you use those spoiler and hidden tags
~~

Regdar Quinn, level 1
Human, Fighter
Fighter Talents: Two-handed Weapon Talent

FINAL ABILITY SCORES
Str 15, Con 14, Dex 15, Int 10, Wis 12, Cha 12.

Starting Ability Scores
Str 15, Con 12, Dex 15, Int 10, Wis 12, Cha 12.


AC: 14 Fort: 15 Reflex: 13 Will: 12
HP: 29 Surges: 11 Surge Value: 7

TRAINED SKILLS
Athletics, Endurance, Streetwise, Intimidate.

FEATS
1: Weapon Focus (Heavy Blade)
1: Human Perseverance

POWERS
1, At-Will: Cleave
1, At-Will: Reaping Strike
1, At-Will: Sure Strike
1, Encounter: Steel Serpent Strike
1, Daily: Villain's Menace

ITEMS
Leather Armor, Scythe, Adventurer's Kit, Shortbow, Arrows (30), Lantern, Oil (1 pint)

BACKGROUND
Regdar is a former farmer turned mercenary/adventurer. This change occurred in his life when during a particularly dry summer resulted in his home (inherited from his father) burning down and the failure of his crops. Rather than curse the gods and his luck Regdar saw this as an oprotunity to raise his station from that of a mere farmer. Hearing that there was need for adventurers in the area around Haylen's Ford he packed what few possessions he still had and headed out there.

PERSONALITY
Simply put Regdar is a go with the flow guy. He doesn't dwell on things good or bad. While he doesn't believe in 100% predestined fate Regdar firmly believes that The Raven Queen has some sort of plan for him.

APPEARANCE
Regdar skin is pale and his build is quite lanky. He has hazel eyes and short but wavy brown hair. His facial hair is scruffy and short. Other notable things is a wide gap tooth in his front teeth and that he rarely stands straight rather he spends most of his time slouching.
 
Last edited:

log in or register to remove this ad

Dibs on the human wizard (sorry renau1g)!!!
I'm only missing the # of healing surges & surges per day (don't have my book with me).
I've been dying to play a 4e wizard!
Cheers,

SG
---------------
Sat Feb 7th 2009: Edit: the character is ready to go!

[sblock]"Touch me not, for I am magi"

The character
Name: Ulrik
Race: Human
Class: Wizard
Role: Controller
Level: 1


[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B] 8 (-1)[/B]     Hit points : [B]22[/B]
Constitution : [B]12 (+1)[/B]     Bloodied   : [B]11[/B] 
Dexterity    : [B]12 (+1)[/B]     Surges     : [B]5 [/B]
Intelligence : [B]18 (+4)[/B]     Surges/day : [B]7 [/B]     
Wisdom       : [B]16 (+3)[/B]     Initiative : [B]+5[/B]
Charisma     : [B]10 (+0)[/B]     

[U]Senses:[/U]
Passive Perception: [B]13 [/B][spoiler] 10 base, +3 wis[/spoiler]
Passive insight: [B]18 [/B][spoiler] 10 base, +5 trained, +3 wis[/spoiler]


[U]Defenses:[/U]
Armor class  : [B]15 [/B] [spoiler] +4 Int, +1 staff [/spoiler]
Fortitude    : [B]13 [/B] [spoiler] +1 human, +1 con, +1 feat [/spoiler]
Reflex       : [B]16 [/B] [spoiler] +1 human, + 4 int, +1 feat[/spoiler]
Will         : [B]17 [/B][spoiler] +1 human, +2 wizard, +3 wis, +1 feat[/spoiler]


[U]Skills[/U]
Arcana  (Int): [B]+ 9 [/B] (trained)
Religion (Int): [B]+ 9 [/B] (trained)
History (Int):[B]+ 9 [/B] (trained)
Insight (Wis): [B]+ 8 [/B] (trained) 
Nature (Int):[B]+ 9 [/B] (trained, human)
Languages:
Common, elven

Racial traits
extra feat, extra at will, extra skill.
Size: Medium
Speed: 6 squares


Class features
Class: Cantrips, Spellbook, staff focus:
once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total.
At-Will: Cantrips, Scorching Burst, cloud of daggers, thunderwave
Encounter: Icy Terrain
Daily: Sleep & flaming sphere (normally prepared)
Rituals: Tenser’s Floating Disk, Animal Messenger, Comprehend Languages


Feats
Ritual Casting, Human resilience, improved init


Weapon Proficiency:
Simple melee, simple ranged
[/sblock]


[sblock=Powers]

Basic attack
Quarterstaff
:melee: Attack: +1 vs. AC; Damage: 1d8-1


At-will:
Ghost Sound (Arcane, Illusion)
:ranged: Standard Action; ranged 10:
--- Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone.
If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.​


At-will:
Light (Arcane, Illusion)
:ranged: Minor Action; ranged 5
--- Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.​


At-will:
Mage Hand (Arcane, Conjuration)
:ranged: Minor Action; ranged 5
--- Target: One object or unoccupied square
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar containerand simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.​


At-will:
Prestidigitation (Arcane)
:ranged: Minor Action; ranged 2
---Effect: Use this cantrip to accomplish one of the effects given below.
- Move up to 1 pound of material.
- Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
- Color, clean, or soil items in 1 cubic foot for up to 1 hour.
- Instantly light (or snuff out) a candle, a torch, or a small campfire.
- Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
- Make a small mark or symbol appear on a surface for up to 1 hour.
- Produce out of nothingness a small item or image that exists until the end of your next turn.
- Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions.
This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.


At-will:
Scorching burst (Arcane, Fire, Implement)
:area: Standard Action; Ranged burst 1 within 10 squares: +4 vs. Ref Damage: 1d6+4


At-will:
Cloud of daggers (Arcane, Force, Implement)
:area: Standard Action, Ranged 10, : +4 vs. Ref Damage: 1d6 +4 force damage
----Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (3). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.


At-will:
Thunderwave (Arcane, Implement, Thunder)
:close: Standard Action, Close blast 3 : +4 vs. for Damage: 1d6 +4, push the target 3 square


Encounter:
Icy Terrain
:area: Standard Action, Area burst 1 within 10 squares: +4 vs. ref Damage: 1d6+4, the target is knocked prone
---Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.​


Daily:
Sleep (Arcane, Implement, Sleep)
:area: Standard Action; Area burst 2 within 20 squares: +4 vs. Wil Damage: tbd
--- The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).


Daily:
Flaming sphere (Arcane, Conjuration, Fire, Implement)
:ranged: Standard Action; Ranged attack 10: +4 vs. Ref Damage: 2d6 +4 fire damage
--- Target: One creature adjacent to the flaming sphere ---
--- Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 4 (Intelligence modifier) fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere---
[/sblock]

[sblock=Equipment]
Code:
[U]Currency:[/U] 
30 gp. 

[U]Equipment           Price    Weight    Other[/U]
Spellbook               -     1 lb.    Light armor
Ritual components
 -T’s Floating Dsk  10 gp
 -A Messenger       10 gp 
 -C Languages       10 gp

Staff		     5 gp     4 lb.
Dagger               1 gp     1 lb.    light thrown


Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail   2.5 gp     5 lb.    5 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (2)         4 gp     2 lb.   
  Waterskin          1 gp     4 lb.      

Gold		    13.5 gp   1 lb.	

[B]Total           100 gp   60.5 lb.[/B]

Normal load:    80 lb.
Heavy load:     160 lb.
Max. drag load: 400 lb.
[/sblock]

[sblock=Background/appearance]
Ulrick's parents were farmers on the periphery of Haylen's Ford. His parents & siblings died in a goblin attack when he was 8. His only living relative, and old wizard named Tornoran, took him in and raised him as his own. Unfortunately, Tornoran's age caught up with him, and he passed away when Ulrick was 14. Fortunately, Thornoran made arrangements prior to his death, and the day of his passing, an Eladrin came for Ulrik, and took him to Grand Valley to complete his training.
Having almost come of age, and being a competent wizard, Ulrick felt the need to come back to his native settlement, and be among humans.

Ulrick is a tall (6ft) thin human, of youthful appearance. He has dark hair with dark, intelligent eyes. He dons a simple travelling clothes, with a cloak of elven manufacture.
[/sblock]
[/sblock]
 
Last edited:

Appearance
Alleilyn is an imposingly tall, stunningly beautiful half-elf. Her skin is a light chocolate brown, and she has tightly cropped, curly golden hair. Her eyes are a piercing green. There is usually a slightly smug smile on her face.

Behavior
Alleilyn walks wi\th a stately grace, and is always keen to use her beauty and charm to her advantage. She takes pleasure in disarming hapless males with her beauty and wit. Her laugh is frequently heard, and surprisingly boisterous. Lurking just beneath this highly sociable surface lies a keen intellect and focus. When angry, she is fierce to behold, as cruel as she is cunning, almost as if she is two persons in one.

Background
Alleilyn is constantly seeking to improve her knowledge of the arcane, seeking out both benevolent masters and dark enemies from which to learn. She is very secretive about her background. and can become very defensive when prodded. Her close allies know that her brother has been missing for some time, and that Alleilyn intends to find him. Unbeknownst to them, her brother became too enamored of the dark arts, and killed several half-elves before fleeing to gods-know where. Alleilyn seeks to find him and return him to the fold, or destroy him if he cannot be redeemed. She has become a devotee of the dark arts herself in an attempt to understand her brother's actions, but she has managed to stay on the side of the good and sane thus far.

[sblock=Alleilyn, Half-Elf Warlock (Star) stats summary]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Alleilyn, level 1
Half-Elf, Warlock
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Star Pact

FINAL ABILITY SCORES
Str 11, Con 16, Dex 10, Int 15, Wis 8, Cha 18.

Starting Ability Scores
Str 11, Con 14, Dex 10, Int 15, Wis 8, Cha 16.


AC: 14 Fort: 13 Reflex: 13 Will: 15
HP: 28 Surges: 9 Surge Value: 7

TRAINED SKILLS
Arcana, Streetwise, Bluff, Intimidate.

FEATS
1: Improved Fate of the Void

POWERS
1, Encounter: Bolstering Strike
1, Encounter: Witchfire
1, Daily: Armor of Agathys

ITEMS
Leather Armor, Arcane Implement, Rod, Adventurer's Kit, Dagger
====== Created Using Wizards of the Coast D&DI Character Builder ======


[/sblock]
 

Attachments

Last edited:

Post those as attachments, but if you could, a brief writeup in the body of your post would be nice as well.

Will do! The Character Builder has an option where you can get a suitable-for-posting stat summary. Looks like this, using an example from another PC of mine:

[sblock=Sample]XANDREN, level 1
Warforged, Fighter
Fighter Talents: Two-handed Weapon Talent

FINAL ABILITY SCORES
Str 18, Con 15, Dex 14, Int 8, Wis 14, Cha 10.

Starting Ability Scores
Str 16, Con 13, Dex 14, Int 8, Wis 14, Cha 10.


AC: 17 Fort: 16 Reflex: 12 Will: 13
HP: 30 Surges: 11 Surge Value: 7

TRAINED SKILLS
Athletics, Intimidate, Endurance.

FEATS
1: Weapon Proficiency (Fullblade)

POWERS
1, At-Will: Reaping Strike
1, At-Will: Footwork Lure
1, Encounter: Covering Attack
1, Daily: Comeback Strike

ITEMS
Fullblade, Scale Armor, Backpack (empty), Pouch, belt (empty), Flint and Steel, Rope, hempen (50 ft.), Sunrods (2), Climber's Kit, Dagger, Javelin (2)[/sblock]

I'll post my character tonight after I get home from work and can play around with the Character Builder some.
 

Arjhan Khudrat

"The strands of your fate are held in the palm of my hand. You face judgment here."

Male Dragonborn Rogue/Paladin of the Raven Queen
Initiative +3; Senses Passive Insight 9, Passive Perception 9
HP 24; Bloodied 12; Healing Surge 7; Surges Per Day 7
AC 15; Fort 13, Ref 15, Will 13
Speed 6
Action Points 1
-----------------------------------------------------------------
Dagger (standard; at-will) ✦ Weapon
:bmelee: +7 vs AC; 1d4+3 damage.
Shuriken (standard; at-will) ✦ Weapon
:ranged: Range 6/12; +6 vs AC; 1d6+3 damage.

Piercing Strike (standard; at-will) ✦ Weapon
:melee: +7 vs. Refl. Hit: 1d4+3

Riposte Strike (standard; at-will) ✦ Weapon
:melee: +7 vs. AC. Hit: 1d4+3. If target attacks me before start of my next turn, make an immediate interrupt: +7 vs AC Hit 1d4+3.

Dazing Strike (standard; encounter) ✦ Weapon
:melee: +7 vs. AC. Hit: 1d4+3 and dazed until the end of my next turn.

Easy Target (standard; daily) ✦ Weapon
:melee: or :ranged: +7 vs. AC. Hit: 2d4+3 and target is slowed and grants combat advantage (save ends both). Miss: half dmg and target grants combat advantage until end of my next turn.

Dragon Breath (minor; encounter) ✦ Acid
:close: Blast 3; Targets all; Attack +5 vs. Refl. Hit: 1d6+1 acid damage.

Divine Challenge (minor; encounter) ✦ Divine, Radiant
:close: Blast 5; Target 1; Effect: Mark target. Target takes -2 attack when not attacking me. Takes 6 damage the first time that attack doesnt include me. Must engage target each round for it to remain marked.

Dragonborn Fury: +1 attacks when bloodied
Draconic Heritage: Add Con Mod. to surve value
Brutal Scoundrel: +3 sneak damage
Rogue Weapon Talent: shuriken dmg is higher, +1 attacks with daggers
Sneak Attack: +2d6+3 damage 1/rd when attacking an enemy that I have combat advantage against
-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Draconic
Str 16 (+3) Dex 16 (+3) Wis 8 (-1)
Con 12 (+1) Int 10 (+0) Cha 16 (+3)
Skills: Acrobatics +8, Athletics +8, Bluff +8, History +2, Intimidate +10, Stealth +8, Streetwise +8, Trickery +8
Feats: Soldier of Faith
Gear: leather armor, 5 Daggers, 10 Shuriken, Standard Adventurer's Kit, Climber's Kit, Holy Symbol, Silk Rope (50'), Thieves's tools; 11gp (72lbs)

Description and Personality: Arjhan is short for a dragonborn which isn't saying much as he towers over the dwarves from his homeland, Storm Peak. His dark black scales and the forward facing horns on his head point rather obvious to his heritage. Arjhan speaks with a low, gruff voice that draws attention, attracting people to listen. Often quite charismatic, the black dragonborn is also capable at stealth. Often a little too quick to judge, Arjhan makes snap decisions feeling that he has his Goddess' back. Fate requires her due.

History: Originally from Storm Peak, Arjhan found succor in the heart of the stronghold from the oddest of sources. Where most choose to follow Moradin or other combat oriented dieties, Arjhan found the Raven Queen. His choice to follow the Goddess of Fate and Death was not popular, but his felt her calling in the back of his mind. Her voice lead him deep into the Storm Peak beyond the Black Gate at the base of the stronghold. Deep into the black he followed her to a small shrine hidden behind a tight crevice. A dreadful ghoul had settled in, defiling the ancient shrine. Arjhan waited patiently for the ghoul to leave, hunger driving it to seek flesh closer to the citadel. As it moved he set upon it with his daggers and melting it with his breath. The foul undead turned on him, its face half melted, and bit down hard on his arm. Arjhan still bears an angry scar from that encounter. He left Storm Peak not long after, traveling south again at the calling of his Queen.
 
Last edited:

Well...since Steve Gorak took the human wizard *shakes fist*, I'll submit my Dwavern Warlock.

Code:
[b]Name: [/b] Morrim Ironhand
[B]Class:[/B] Warlock 1 	[b]Starting Level[/b]: 1
[B]Race:[/B] Dwarf
[b]Region:[/b] Thunderpeaks
[b]Size:[/b] Medium
[B]Gender:[/B] Male
[b]Deity:[/b] n/a
[b]Alignment:[/b] Unaligned
[B]Action Points:[/B] 1
[b]XP:[/b] 0
 
[b]Str:[/b] 11 +0     
[b]Dex:[/b] 8 -1               
[b]Con:[/b] 17 +3                
[b]Int:[/b] 14 +2 
[b]Wis:[/b] 14 +2    
[b]Cha:[/b] 10 +0  

[b]Hit Points:[/b] 29/29 [b]Bloodied:[/b] 14
[b]Healing Surge:[/b] 7  [b]Surges per day:[/b] 9
[b]Initiative:[/b] -1
[b]Senses:[/b] Low-Light
[b]Speed:[/b] 5
[b]Perception:[/b] 17 [b]Insight:[/b] 12 
[b]Action Points:[/b] 1

[b]AC[/b] 14 
[b]Fortitude[/b] 13 
[b]Reflex[/b] 13 
[b]Will[/b] 13

[b]Basic Melee Attack:[/b] +2 vs. AC [b]Damage:[/b] 1d10 
[b]Basic Ranged Attack:[/b] +3 vs. Reflex (Eldritch Blast) [b]Damage:[/b] 1d10+3


[B]Number of Trained Skills:[/B] 4	
[B]Skills		Total	Trained	Mod 	Misc[/B]
Insight 	+7	+5	+2	--
Intimidate	+5	+5	+0	--
Arcana  	+7	+5	+2	--
History 	+7	+5	+2	--

Feats: Improved Dark One's Blessing (+3 extra temp hp. from Dark One's Blessing)

Languages: Common, Dwarven

Class and Racial abilities:

Cast-Iron Stomach - +5 saves vs. poison
Dwarven Resilience - Use second wind as a minor action
Dwarven Weapon Prof. - Throwing Hammer and Warhammer
Encumbered Speed
Stand Your Ground - When an effect forces you to move, you move -1 squares, also, can make a save vs. falling prone immediately.

Prime Shot - If I'm closest to target I get a +1 to ranged attack rolls
Shadow walk - Gain concealment if I move 3 or more squares
Warlock's Curse - Nearest enemy can be cursed as a minor action, +1d6 damage
Improved Dark One's Blessing - When a cursed enemy dies, +4 temp. hp

Powers:
2/1/1/0 - At will, Encounter, Daily, utility powers known

At Wills Powers:
Eldritch Blast - (standard, at-will, implement) - Range 10 - +3 vs. Reflex - 1d10+3 damage
Hellish Rebuke - (standard, at-will, fire, implement) - Range 10 - +3 vs. Reflex - 1d6+3 fire damage + if you take damage before the end of the next turn target takes 1d6+3 more damage

Encounter Powers:
Diabolic Grasp - (standard, encounter, implement) - Range 10 - +3 vs. Fortitude - 2d8+3 damage and slide 3 squares

Daily Powers:
Armor of Agathys - (standard, daily, cold) - Personal - Gain 12 temp. hp + any targets that start their turn adjacent to me take 1d6+3 cold damage, lasts the encounter

Utility Powers:

Equipment: Cost Weight
Leather Armour 25gp 15lb
Warhammer 15gp 05lb
Standard Adventurer's Kit 15gp 33lb


Total Weight:63lb Money: 45gp

Age: 95
Height: 4'7"

Appearance: Morrim is a fairly typical dwarf, as the last survivor of the Ironhand clan, he prides himself on maintaining a "normal" dwarven appearance, despite his atypical vocation. He keeps his dark brown hair long and unkempt, but has great pride in the beard he's grown over the years and spends hours braiding it and sports some decorations that he took from the clan patriarch. His skin is tanned from being outside of the mountains for so long and he stands a tall 4'9".

Personality: Morrim is anything but the typical dwarven gruffness. He enjoys speaking to others, if only to take his mind off the tragedy of his clan's destruction, he despises ale & drinks of all varieties as well. Morrim enjoys the thrill of battle, though, and adventure, which constantly leads him to try more and more dangerous activities.
 
Last edited:

View attachment Iados.pdf - PDF

[sblock=Iados Simplified Sheet]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Iados, level 1
Tiefling, Warlock
Build: Scourge Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Star Pact

FINAL ABILITY SCORES
Str 10, Con 16, Dex 12, Int 14, Wis 14, Cha 14.

Starting Ability Scores
Str 10, Con 16, Dex 12, Int 12, Wis 14, Cha 12.


AC: 14 Fort: 13 Reflex: 13 Will: 13
HP: 28 Surges: 9 Surge Value: 7

TRAINED SKILLS
Thievery, Streetwise, Arcana, Insight.

FEATS
1: Improved Initiative

POWERS
1, Encounter: Diabolic Grasp
1, Daily: Flames of Phlegethos

ITEMS
Leather Armor, Arcane Implement, Rod, Adventurer's Kit, Thieves' Tools, Grappling Hook, Rope, Silk (50 ft.)
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]

Placer holder for the above character, Iados the tiefling warlock, as per conversation in previous thread.

I'll get a background, personality, and what not posted ASAP.

Appearance:
Of an average height and weight, Iados is a male tiefling who is in excellent condition, with cunning red eyes and a dusky, tanned skin. Deep purple hair starts just behind the males powerful horns, flowing down his back until it hangs a foot above the root of his nearly five foot long tail.
Currently Iados is wearing a set of reddish brown leather armor with brass buckles and latches. Upon his back is a common adventure's pack, with a well-worn belt with pouches about his waste. Although a long, voluminous cloak is worn over it all, it is often cocked to one side or the other, lending a rakish air to the male.

Background:
Background to come, once setting information is shared.

Personality:
Iados is a smart, cunning tiefling who grew up having to live by his wits, smarts, and ability to pick up interesting skills. His confidence sometimes comes across as cocky, however it is often a trick to lure his foes into a overconfident position.
 
Last edited:


Here's Zhan Hillforge, dwarven cleric of Kord.

[sblock=Zhan Hillforge, Summary]
Zhan Hillforge, level 1
Dwarf, Cleric

FINAL ABILITY SCORES
Str 18, Con 15, Dex 10, Int 8, Wis 15, Cha 10.

Starting Ability Scores
Str 18, Con 13, Dex 10, Int 8, Wis 13, Cha 10.


AC: 16 Fort: 14 Reflex: 10 Will: 14
HP: 27 Surges: 9 Surge Value: 6

TRAINED SKILLS
Religion, Arcana, Heal, Diplomacy.

FEATS
1: Ritual Caster
1: Dwarven Weapon Training

POWERS
1, At-Will: Righteous Brand
1, At-Will: Priest's Shield
1, Encounter: Healing Strike
1, Daily: Avenging Flame

ITEMS
Ritual Book, Gentle Repose, Greataxe, Chainmail, Adventurer's Kit, Handaxe, Throwing hammer, Dagger, Brew Potion
[/sblock]
 

Attachments


View attachment Varis.pdf

[sblock=Varis, elf ranger]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Varis, level 1
Elf, Ranger
Build: Archer Ranger
Fighting Style: Archer Fighting Style

FINAL ABILITY SCORES
Str 14, Con 10, Dex 20, Int 10, Wis 13, Cha 8.

Starting Ability Scores
Str 14, Con 10, Dex 18, Int 10, Wis 11, Cha 8.


AC: 18 Fort: 13 Reflex: 16 Will: 11
HP: 22 Surges: 6 Surge Value: 5

TRAINED SKILLS
Nature, Acrobatics, Athletics, Stealth, Perception.

FEATS
1: Light Step

POWERS
1, At-Will: Twin Strike
1, At-Will: Nimble Strike
1, Encounter: Fox's Cunning
1, Daily: Split the Tree

ITEMS
Hide Armor, Longbow, Longsword (2), Adventurer's Kit, Arrows (30), Climber's Kit, Dagger
====== Created Using Wizards of the Coast D&DI Character Builder ======

[/sblock]

Varis is a secondary submission or alternate submission, placed here for Insight's review and consideration for the forthcoming campaign.

Background: Forthcoming

Personality:
Varis is a gruff, straight forward ranger who never attempts to mince his words. What he lacks as a diplomat he more than makes up for it as an archer and a ranger.

Appearance and Mannerism:
Varis knows that his gruff nature can often put people back on their heels, because of this he is more prone to speaking only when spoken too, but it's not because of a lack of confidence. It is simply, in his opinion, being respectful of others.
Always the ranger, Varis dresses true to his craft, wearing natural armors, leathers, and cloaks that assist his skillset. Every presence are the tools of his trade, which are sword, dagger, and longbow with arrors.
 

Into the Woods

Remove ads

Top